Druid
Base Class: Druid

Where some druids prefer the land, druids of the Circle of the Ocean thrive in the water. Able to swim through even the shallowest of puddles as easily as the deepest oceans, these druids are the masters of the seas.

 

 
 
 
 

Water Breathing

When you choose this circle at 2nd level, you gain the ability to breath underwater. Additionally all of your wild shape forms also gain this ability if they do not already have it.

Melt into water

Starting at 2nd level, you gain the ability to wild shape into beasts of the appropriate CR that have a swim speed. Also, you can use your aquatic wild shapes (such as crabs, but not cave bears) to swim in any surface of water that is at least 0.5" deep so long as the pool is wide enough to accommodate them. For example: a druid wild shaped as a Dolphin can melt into any pool of water that is at least 5' wide by 5' long, but a Giant Shark requires a pool that is at least 15' wide by 15' long.

However the water needs to be deep enough to attack, so a medium sized creature needs a pool of water that is at least 5' deep in order to attack another creature. For example: the Dolphin would require a 5' deep pool in order to attack, and the Giant Shark would require a 15' deep pool.

Melting in and out of water does not require extra movement or using an action or bonus action.

Starting at level 6 you can use this feature for any wild shape with a swim speed, such as a Giant Poisonous Snake and Cave Bear.

Starting at level 12 you can use this feature even if you are not wild shaped.

Circle Spells

Your mystical connection to the ocean infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the ocean.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

   
   
   
   
   
 
Druid Level Spells

3rd

alter self, darkvision

5th

water breathing, water walk

7th

control water, watery sphere

9th

conjure elemental, maelstrom

 
   
   
   
   
   

Ocean’s Current

Starting at 6th level, you gain a base swim speed of 30 feet, and if you already have a swim speed it increases by 10 feet.

In addition, you have advantage on strength and dexterity  saving throws while swimming and your weapon attacks do not have disadvantage while fighting underwater.

Rainstorm

When you reach 10th level, you can spend a 5th level spell slot or higher to cause it to rain. You can cause 10 5' by 5' squares that you can see to gain pools of water that are 0.5" deep. If there is already water on the squares the water becomes that much deeper. The squares do not need to be touching. The pools last for an hour before evaporating.

For every spell slot level higher than 5 you can choose an additional 5 squares. (Ex: If you spend a 6th level spell slot you can choose 15 squares, and if you spend a 9th level spell you can choose 30 squares.)

You can use this ability once per long rest.

At level 16 and up you can use this ability twice per long rest.

Wellspring of Life

Starting at level 14 you gain the ability to use an action to infuse all sources of water within 60’ with healing energy for 1 minute. Whenever you or an ally start a turn in one of these sources of water you regain hit points equal to your Wisdom modifier. (Minimum of 1) This effects continues to happen even if you go unconscious. You regain the ability to use this after a short or long rest.

Previous Versions

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8/25/2019 7:44:41 PM
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